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| Are There Still Any v9990 developers left to create a game????
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POISONIC msx professional Berichten: 883 | Geplaatst: 15 Oktober 2003, 18:51   |
a level preview how it should to be .......
tell me what you think about this.....
kind regards
poisonic |
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msd msx professional Berichten: 615 | Geplaatst: 15 Oktober 2003, 19:13   |
He Poisonic. You do know that every layer and sprite can have it's on 16 color pallete (maxiumum 4 pallets)?
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pitpan msx master Berichten: 1389 | Geplaatst: 15 Oktober 2003, 19:14   |
It looks like a ZX Spectrum game converted to MSX1!
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ro msx guru Berichten: 2346 | Geplaatst: 15 Oktober 2003, 19:20   |
YEAH, poisonic.. sorry, but they're not far from total crap.
Stop shouting and get working on REAL gfx and kick some serious butt-bongo dude.
and hell, if you're planning on such GFX for GX9000 then you'd better hope for a miracle to happen in order to get some coder do the job of pasting all dope together.
ah, nevermind me flaming. You asked for comments and this is what you getting.
cheers and keep on learning, ro
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GuyveR800 msx guru Berichten: 3048 | Geplaatst: 15 Oktober 2003, 19:22   |
Geez guys... Give the guy a break!
Nobody starts out like an expert!! |
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snout
 msx legend Berichten: 4991 | Geplaatst: 15 Oktober 2003, 19:32   |
I can safely say my drawings are a lot worse. I can also safely say these gfx look better than what Poisonic showed before, so, indeed, he's definitely learning.
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GuyveR800 msx guru Berichten: 3048 | Geplaatst: 15 Oktober 2003, 19:42   |
This kind of attitude is exactly what's keeping a lot of people from developing for MSX. Because they think they're not 'good enough'.
If you don't have anything nice to say (or CONSTRUCTIVE criticism), shut the hell up!
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robertwilting msx addict Berichten: 297 | Geplaatst: 15 Oktober 2003, 19:58   |
I think the fighter sprite isn't that bad.
The rest is a rough but it might be because of rushing it out a little to fast in the enthousiam. With a little more work they might turn out quite ussable I think.
I remember one thing of MCCM's good old art gallery good graphic artist allways took there time.
One other thing is that it can still become the finished GFX 9000 game with the best graphics since so far the only GFX 9000 game that was finished was PACNAC and that was a lot worse.
Second point is that he's at least trying.
If someone really think he can do better then show it.
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POISONIC msx professional Berichten: 883 | Geplaatst: 15 Oktober 2003, 20:34   |
Thank you for your repleys and yes the gfx are a litte bit rough but the plan is still far from finished!
and with some help........................ hint,hint
all the help i can get is welcome.
it could be a great game.
Marcel.... i know that i can use 16 colours you've teached me that
how much layers can u use in screen 5?... 4?
and how much screen5 pictures can i dump into the gfx memmory?
and i will not make any disapointing product thats why i ask your suport!
and thanks for your comments
kind regards poisonic
and the picture is an bitmap 256x212 so you can convert it to a real screen5
with using bmp2msx
(turn of error litter!!!!!!! or it will create errors instead)
so u can watch it on your msx
and it looks a lot better then you watch it on a stupid pc
and yes iám waiting for a little miracle to help me with some idea's,coding,advice,a level builder to make a level in screen 5! with 16x16 pixel selector so that you can build a level!
to have a nice game u need suport.
MSD,GuyveR800,snout,RO.......
youre the only expirienced programmers left who could help me |
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msd msx professional Berichten: 615 | Geplaatst: 15 Oktober 2003, 20:43   |
You can use 64 colors on the gx9000.. but only 16 color per layer / sprite. The number of data you can store is about 512KB.. A little less since there are some parts used for other stuff. (like the sprite and pattern table). The size in Bytes of a 16 color 256 *212 picture = 27136Bytes
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wolf_
 msx legend Berichten: 4777 | Geplaatst: 15 Oktober 2003, 21:19   |
Take a VERY close look at Space Manbow and learn from it. S.M. was done with 16 colors, with color-spill, and not that many tiles (256 I guess, since it also scrolls vertically).
Also, try to figure out a gfx concept first. If you don't have some concept to draw, you end up doing blocks, pipelines, hi-tec things etc. all the time.
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POISONIC msx professional Berichten: 883 | Geplaatst: 15 Oktober 2003, 21:33   |
26,5 KB? per picture in the vram?
so...
if i use about 4 pictures in the vram 6 x 26,5 KB = 106 KB
will be used in the vram i guess?
and in the 406 KB that are left i can build the level on 15 screens so that i can scroll over it in the game itself.. i guess?
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POISONIC msx professional Berichten: 883 | Geplaatst: 15 Oktober 2003, 21:41   |
Quote:
| Take a VERY close look at Space Manbow and learn from it. S.M. was done with 16 colors, with color-spill, and not that many tiles (256 I guess, since it also scrolls vertically).
Also, try to figure out a gfx concept first. If you don't have some concept to draw, you end up doing blocks, pipelines, hi-tec things etc. all the time.
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ok i know spacemanbow played it atleast 100 time's its a great game with perfect grafix
thats in 16 colours imagine what you can do with gfx9000
a multilayer scroll with 4 layers and a clean scroll 64 Colors
wow
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msd msx professional Berichten: 615 | Geplaatst: 15 Oktober 2003, 21:51   |
the screens are divided into 8*8 patterns.. you can define 15000 of them in the v9990 ram... you don't draw a picture for every part of the game.. you build them up out of patterns
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GuyveR800 msx guru Berichten: 3048 | Geplaatst: 15 Oktober 2003, 22:16   |
Levels can be as big as you have RAM in your computer. Scrolling through a level is done by updating the edges (outside the visible screen) with new data. So a level doesn't have to fit in VRAM at all, just the building blocks.
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